Search found 1188 matches

Friday, 10th January 2014, 16:54

Forum: Game Design Discussion

Topic: A high risk/reward god

Replies: 29

Views: 10785

Re: A high risk/reward god

I'm seeing lots of things being brought up I like or didn't think about. A shame I have to leave for work soon, otherwise I'd go and update the OP. Oh well, there's always tonight. I don't really understand the last ability at all. It isn't encouraging you to take a risk - it's just a general safety...

Friday, 10th January 2014, 15:33

Forum: Game Design Discussion

Topic: A high risk/reward god

Replies: 29

Views: 10785

Re: A high risk/reward god

Does that you mean get full healing and MP for killing any monster in less than 30 turns after seeing it? That sounds completely broken. And this is why we have GDD! Anyway, on second thought, 30 turns is probably far too many for the timer. Maybe reduce it to 10, or less even, with possibly higher...

Friday, 10th January 2014, 03:06

Forum: Game Design Discussion

Topic: A high risk/reward god

Replies: 29

Views: 10785

A high risk/reward god

So, for quite a while now, I’ve been pondering ways to have a high-risk/high-reward type of play style that would be viable in Crawl. But for the longest time, all of my ideas basically boiled down to praying to the RNG gods that you nuke the hell out of your enemy instead of yourself. And… Xom alre...

Saturday, 4th January 2014, 20:55

Forum: Game Design Discussion

Topic: Hardness scale for dungeon features

Replies: 14

Views: 3990

Re: Hardness scale for dungeon features

I think they're just trying to Crazy Yiufy the topic. >.> The verbal scale that 10101011 suggested could work for in-game representation and it wouldn't be as unclear as stealth or MR. You would see that Disintegration would work on rock and it's "hard", so it'd be clear that it'd work on ...

Friday, 3rd January 2014, 22:58

Forum: Game Design Discussion

Topic: Hardness scale for dungeon features

Replies: 14

Views: 3990

Re: Hardness scale for dungeon features

That's seems unnecessarily wordy to achieve the same result.

Thursday, 26th December 2013, 17:27

Forum: Game Design Discussion

Topic: Unfair Death (Drowning)

Replies: 37

Views: 11230

Re: Unfair Death (Drowning)

0.14 Changelog: The Shoals dried up, all the water turned to sand, and is now called The Desert. All the Merfolk have been replaced by Merfolk that are slowly dying of thirst and all aquatic animals are replaced by flopping, skeletal fish. More seriously, I do like the idea of preventing trampling i...

Thursday, 26th December 2013, 17:15

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16013

Re: Remove Haste as a spell.

I also personally wouldn't mind a level 7 Haste, but I think it's arbitrary to make that alteration, just as I think that what you say about Haste could apply to any popular spell. Sure, Haste is one of the most popular spells and cite some of the 0.13 tournament statistics, but saying "this u...

Thursday, 26th December 2013, 03:59

Forum: Crazy Yiuf's Corner

Topic: Remove Haste as a spell.

Replies: 54

Views: 16013

Re: Remove Haste as a spell.

You know Haste is still a very powerful effect when one of the bigger reasons Chei is considered a "weak" or "bad" god by some players is that he specifically hates usage of Haste. (Yes, there's the whole slows your movement conduct, but that's the other big reason and it's not r...

Monday, 16th December 2013, 21:45

Forum: Game Design Discussion

Topic: remove dart gifts

Replies: 29

Views: 8404

Re: remove dart gifts

Blowguns actually used to be their own skill before being merged into Throwing. I was new to Crawl when it happened, so my memory might be off, but I think it was because it was decided that it wasn't good to have a weapon school with only a single weapon type. One idea might be to merge darts and n...

Monday, 16th December 2013, 16:19

Forum: Game Design Discussion

Topic: remove dart gifts

Replies: 29

Views: 8404

Re: remove dart gifts

Except everyone else gets actual ammo that is useful instead of just hoping to get some needles instead of thirteen more silver darts. True, but an ordinary javelin is much stronger than an ordinary arrow. Throwing is in a weird spot since it uses base-weapon types like melee but has ammo like laun...

Saturday, 14th December 2013, 23:38

Forum: Game Design Discussion

Topic: remove dart gifts

Replies: 29

Views: 8404

Re: remove dart gifts

Think of darts as the equivalent to getting chain mail or a short sword from Oka. Yeah, it's not going to be useful. But if he only gifted Javelins and needles for throwing, that'd roughly equivalent to him only gifting Demon Tridents and Bardiches for polearms. Personally, I'd rather the majority o...

Thursday, 12th December 2013, 00:55

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34778

Re: MR

Sar wrote:
TwilightPhoenix wrote:I feel uncanningly supportive for this idea.

Can you please represent your support with a number?



I feel 156 support for this idea.

Wednesday, 11th December 2013, 16:55

Forum: Game Design Discussion

Topic: MR

Replies: 100

Views: 34778

Re: MR

I feel uncanningly supportive for this idea.

Tuesday, 10th December 2013, 02:23

Forum: Crazy Yiuf's Corner

Topic: God Proposal: God of God Proposals

Replies: 10

Views: 2960

Re: God Proposal: God of God Proposals

You see here an altar to Crazy Yiuf. It is constructed from a countless number of hammers.

Monday, 9th December 2013, 06:28

Forum: Crazy Yiuf's Corner

Topic: God Proposal: God of God Proposals

Replies: 10

Views: 2960

Re: God Proposal: God of God Proposals

How about Crazy Yiuf?

Sunday, 8th December 2013, 01:11

Forum: Game Design Discussion

Topic: Rrragathor, god of the wilds

Replies: 3

Views: 1443

Re: Rrragathor, god of the wilds

This isn't an issue anymore, since contaminated chunks don't cause sickness or nausea. Full health from contaminated chunks might work better. What about gourmand? Ah, that's a relic. I've been working and tweaking this proposal since .9 or .10. The sickness/nausea protection can just be discarded....

Sunday, 8th December 2013, 01:05

Forum: Game Design Discussion

Topic: Changing cure poison to be more interesting

Replies: 8

Views: 2609

Re: Changing cure poison to be more interesting

We could keep Cure Poison and add Transfer Poison as a lower level (no higher than 4 I'd say) Poison/Hexes spell. It'd be cool to use and it'd synergize nicely with OTR.

Saturday, 7th December 2013, 16:50

Forum: Game Design Discussion

Topic: Rrragathor, god of the wilds

Replies: 3

Views: 1443

Rrragathor, god of the wilds

What with all the god ideas floating about, I decided to dredge up this older proposal again to maybe bring it some attention. It's still my favorite I've ever made by light years. So, you've probably seen this before, but keep in mind that I've tweaked and streamlined it during the last time I post...

Saturday, 7th December 2013, 16:35

Forum: Game Design Discussion

Topic: New God / Weapon Brand - Belial or modify Makhleb

Replies: 14

Views: 4188

Re: New God / Weapon Brand - Belial or modify Makhleb

This god feels like the foul offspring of a coupling between Makhleb and Elyvilon. Makhleb already summons demons. Elyvilon already does pacification. This basically leaves Belial with rHellfire and a Hellfire brand, neither of which are interesting enough in their own right for a whole god. Oh, and...

Saturday, 7th December 2013, 03:25

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8716

Re: What are manuals for?

What about investing in a skill you would have put off? I can't think of an instance where that's happened to me (memory might be failing me though). They've either been stuff I wasn't interested in, like Long Blades after hitting min delay for my Executioner's Axe, or skills I was already training...

Friday, 6th December 2013, 18:09

Forum: Game Design Discussion

Topic: What are manuals for?

Replies: 28

Views: 8716

Re: What are manuals for?

I'm honestly not sure if a manual has ever made me invest in a skill I would have otherwise ignored. I never seem to find them until around Vaults.

Wednesday, 4th December 2013, 03:59

Forum: Crazy Yiuf's Corner

Topic: Item destruction is the devil.

Replies: 10

Views: 3412

Re: Item destruction is the devil.

The puff of flame hits you.
Seven of your twenty CYC posts catch fire!

Wednesday, 4th December 2013, 03:45

Forum: Game Design Discussion

Topic: CK starting weapons.

Replies: 45

Views: 11597

Re: CK starting weapons.

Except in practice Xom does that maybe one time every thousand games. Except in practice Xom doesn't act multiple times every single fight or somehow makes your actions unreliable by making the buttons that normally kill enemies have random effects like paralysis, berserk or poly self. And the chao...

Wednesday, 4th December 2013, 03:36

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 33967

Re: Purge the devil: Remove item destruction

If people carrying around 30 potions of HW is problematic, one simple step would be to cap stackable items. Say like, each stack of potions can only be five deep. Pick up HW #6? It starts a new stack. Hence the 52 limit would have a much larger impact on the number of consumables you can carry, espe...

Tuesday, 3rd December 2013, 21:56

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 33967

Re: Purge the devil: Remove item destruction

Thing is, with or without item destruction, you're going to have tedious inventory management regardless. Without it, you run into elliptic's argument. With it, you're instead micromanaging your inventory and auto-pick up so that you carry an optimal number of each type of consumable while also havi...

Tuesday, 3rd December 2013, 16:21

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 33967

Re: Purge the devil: Remove item destruction

Tinkering with inventories and removing options is fine. But really, item destruction, as implemented, is just an annoying and unfun way to do it. That and it induces weekly rants, which are also unfun. At the very least, can't we go for a middle ground in the mean time? Like, say, an attack must do...

Tuesday, 3rd December 2013, 16:07

Forum: Game Design Discussion

Topic: CK starting weapons.

Replies: 45

Views: 11597

Re: CK starting weapons.

What, I pick CK with the expectation of winning all the time thank you very much. The chaos branded weapon was a blow to CKs reliability and an undeserved one at that. Considering that Xom can literally one-shot you with a miscast effect on turn 5, Chaos Knight really isn't the background to try to...

Monday, 2nd December 2013, 17:14

Forum: Game Design Discussion

Topic: CK starting weapons.

Replies: 45

Views: 11597

Re: CK starting weapons.

You don't pick Chaos Knight with the expectation that you'll win. Just like you don't worship Xom with the expectation that you'll win. If the Chaos brand doesn't appeal to you, just start a Fighter or something. You can always pick up Xom ASAP.

Monday, 2nd December 2013, 17:09

Forum: Game Design Discussion

Topic: Purge the devil: Remove item destruction

Replies: 96

Views: 33967

Re: Purge the devil: Remove item destruction

Item destruction's greatest accomplishment is giving us the weekly rant about item destruction. Beyond that, it really doesn't do anything that isn't better handled with already existing mechanics. And what little it does do besides induce rants is very much not worth the tedious stashing behavior i...

Friday, 29th November 2013, 22:31

Forum: Crazy Yiuf's Corner

Topic: Ur're mom jokes

Replies: 184

Views: 47063

Re: Ur're mom jokes

You call upon the dead to rise...

Yo momma is walking!

Friday, 29th November 2013, 18:12

Forum: Game Design Discussion

Topic: Dragon form should not have trample

Replies: 10

Views: 3947

Re: Dragon form should not have trample

Trampling was fun and quite useful when playing a Chei-follower in Dragon Form, especially since it let me move around at normal speed while hitting things.

But that's an edge case.

Thursday, 28th November 2013, 03:28

Forum: Game Design Discussion

Topic: Replace Trog Weapon Gifts with...

Replies: 27

Views: 7848

Re: Replace Trog Weapon Gifts with...

What about if the longer you are in combat, the stronger your weapon gets? This would encourage the Trog-like behavior of not waiting to heal all the way, or to use Trogs hand to prolong your fight. This could work too. I would tie it to something like kills, damage inflicted to enemies, or somethi...

Wednesday, 27th November 2013, 18:02

Forum: Game Design Discussion

Topic: Replace Trog Weapon Gifts with...

Replies: 27

Views: 7848

Replace Trog Weapon Gifts with...

...more space in the subject line. This idea came to me semi-randomly after reading a few comments in that Jewel god proposal. I don't know why since it's not really related, but inspiration works in mysterious ways. Anyway, let's keep this short and sweet. There's three aspects to this proposal. -T...

Saturday, 23rd November 2013, 16:55

Forum: Crazy Yiuf's Corner

Topic: New Level 9 Spell: Proposal

Replies: 9

Views: 2438

Re: New Level 9 Spell: Proposal

Has anyone really been far even as decided to use even go want to do look more like?

Tuesday, 19th November 2013, 08:08

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34322

Re: Poison effect

But, I am with shock -- I think we can consider other effects and I especially like making poison similar to contamination/glow. I like this idea. Could have a variety of effects increasing based on severity and it'd never quite be the same thing. (And I'd be okay with a chance slow here in light o...

Tuesday, 19th November 2013, 02:35

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34322

Re: Poison effect

I might have messed up on the Slow effect. Still though, there's too much overlap for my taste (and again, we already have Curare). Also, mashing 5 has everything to do with it. Mashing 5 to remove Poison also clears the affiliated slow effect. Additionally, the proposal in this topic was to adjust ...

Tuesday, 19th November 2013, 02:03

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34322

Re: Poison effect

I dislike the "poison causes slow" suggestions and this is not a "whining and complaining in advance" post. First of all, we already have Curare, which does... Poison + Slow. Curare is a neat thing, perhaps a bit too rare, but it's good that it's not too common. Before delving in...

Monday, 18th November 2013, 18:40

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34322

Re: Poison effect

The one nifty thing about deterministic and visible-ahead-of-time poison damage is there's definitely a certain horror in seeing all of your HP bar turn purple and knowing, unquestionably, that you will die if you don't act. I like it.

Sunday, 17th November 2013, 06:36

Forum: Crazy Yiuf's Corner

Topic: Proposal: Rename Iron Shot to Stone Javelin or Iron Javelin

Replies: 23

Views: 6675

Re: Proposal: Rename Iron Shot to Stone Javelin or Iron Jav

XuaXua wrote:Took 18 images to get "interesting", 6 of which were directly related to Crawl, starting with image 2. The first image was a pretty house with a terrible porch add-on next to it.



Internet. I am most disappoint.

Saturday, 16th November 2013, 16:03

Forum: Crazy Yiuf's Corner

Topic: Proposal: Rename Iron Shot to Stone Javelin or Iron Javelin

Replies: 23

Views: 6675

Re: Proposal: Rename Iron Shot to Stone Javelin or Iron Jav

@Duvessa: I dare you to try Googling Beastly Appendage with safe search off. I'm sure you'll get... "interesting" results.

Saturday, 16th November 2013, 16:01

Forum: Crazy Yiuf's Corner

Topic: New Level 9 Spell: Proposal

Replies: 9

Views: 2438

Re: New Level 9 Spell: Proposal

OP. I'll just grind pan for enough spell power to get a "Summon orb of zot" spell, and cast it next to the dungeon entrance. The problem with that is it only creates a proposal of the spell, so you'd be waiting for a while before you can summon the Orb of Zot. Plus even at max spell power...

Saturday, 16th November 2013, 04:45

Forum: Crazy Yiuf's Corner

Topic: Proposal: Rename Iron Shot to Stone Javelin or Iron Javelin

Replies: 23

Views: 6675

Re: Proposal: Rename Iron Shot to Stone Javelin or Iron Jav

Actually, I always thought Iron Shot was a bunch of iron pellets. But they were behaving more like they were shot out of a heavily choked shotgun, so their spread would be pretty minimal. Enough to the point that they could be treated as a single projectile. Or, if you prefer, sort of like a kid pic...

Saturday, 16th November 2013, 04:38

Forum: Game Design Discussion

Topic: Poison effect

Replies: 118

Views: 34322

Re: Poison effect

Off-hand suggestion: if a player is able to rest for, say, 20 turns or so, poison can either cure itself instantly or drop down to the next level (red to light red to yellow to none), whichever is better for gameplay. 20ish turns is long enough that a player can't get healed by ducking behind a corn...

Saturday, 16th November 2013, 04:32

Forum: Game Design Discussion

Topic: Proposal: Replace Ice Storm with Glaciate

Replies: 54

Views: 115822

Re: Proposal: Replace Ice Storm with Glaciate

To be honest, I really don't know how killing things dead more efficiently doesn't make you safer than not killing things dead more efficiently. During my one 15-rune game (I hate extended, so I usually get no more than 5), I had Ice Storm. That spell made Zot so easy I cleared it for XP before I ha...

Saturday, 16th November 2013, 04:18

Forum: Game Design Discussion

Topic: Excommunication & Necromutation

Replies: 8

Views: 2839

Re: Excommunication & Necromutation

Training Necromancy should get you piety decay and penance related in some fashion to the amount of XP you're putting into the skill. Sort of like how Trog dislikes you training magic.

Edit: If they already do this, then don't kill me because I've never trained Necro while following a good god.

Friday, 15th November 2013, 19:01

Forum: Game Design Discussion

Topic: Depths and boggarts.

Replies: 35

Views: 11093

Re: Depths and vaults.

Boggarts are one of the very few reasons why the Wand of Polymorph is worth carrying around.

Friday, 15th November 2013, 18:57

Forum: Crazy Yiuf's Corner

Topic: New Level 9 Spell: Proposal

Replies: 9

Views: 2438

New Level 9 Spell: Proposal

This is a level 9 Hexs/Charms/Translocation spell. When casted, Proposal posts a topic to the Game Development forum with a title in a format similar to this topic's format. The higher the spell power, the more likely people reading the proposal will be in favor of including the new spell in the gam...

Thursday, 14th November 2013, 00:11

Forum: Game Design Discussion

Topic: Could this work as a species trait?

Replies: 9

Views: 2683

Re: Could this work as a species trait?

It sounds like an interesting idea, but perhaps no delay on the movement and instead reduce the max possible range of the blink? It'd make it easier to control and easier to handle from both an adjustment perspective and an auto-explore perspective.

Wednesday, 13th November 2013, 23:50

Forum: Game Design Discussion

Topic: Cheibriados (was: Formicids)

Replies: 79

Views: 20706

Re: Cheibriados (was: Formicids)

Well, there's some good things in a few posts, but it has mostly devolved into a "NO IT ISN'T!" "YES IT IS!" shouting match. Anyway, I find Chei to be quite powerful but very difficult to leverage. If you can make Chei and his abilities work entirely to your benefit, then he's ri...

Monday, 11th November 2013, 03:07

Forum: Crazy Yiuf's Corner

Topic: Like the FedEx logo

Replies: 19

Views: 6061

Re: Like the FedEx logo

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